Looking at a number of issues in the game, almost all problems (save perhaps, pre-nerf Phantom insanity) the core problem in the game is actually when boiled down, a single issue. I like the game, but there's an element that continues to hamper it's development and growth:
The attack mechanic.
Let me explain: Your ability to 'hit' a target, is the exact same thing as your capacity to 'damage' it. So therefore without some very awkward rules, there is no such thing as say, a 'weak attack that is accurate' or a 'strong but clumsy attack'. This has lead to pretty much every major issue in the game, including broken ordinance, issues with green dice reliability, the continuing growth of fatness, HP tanks, C3PO, and turret domination + dice stacking.
It also leads to another, more secondary issue: Running out of design space for new ships. Look at the Syck vs TIE, or the new Khirakxz based on what we know vs the X-Wing.
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Back to the main topic, I bring this up to highlight one real issue: There's only one real 'attack value' in the game: Either you're attack 3+, a basic TIE/Z95, or you don't matter.
Nobody liked the Tie/A, so it got ATC or Accuracy Corrector that 'effectively' makes it attack 3. A-Wings are largely useless, due to having pathetic attack. ORS and 2-atk Outriders don't do squat. The HWK is a hilarious joke of a weapons platform.
This incidentally places a limit on the usefulness of Agility. With no difference between 'accurate' and 'hard hitting', the same attack that can nail a 3-AGI guy just simply wrecks a 1-AGI guy. A fight between evading TIE/A and an A-Wing is an unending joke.
This also leads to the issue with Ordinance: Why should I spend points and a TL to fire an unmodified 4-die proton torpedo, when a modified 3-die Primary attack is superior? There was no difference in one being more accurate or harder hitting than the other. The mechanic doesn't allow it.
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Alas. If only 'Attack Value' was different from 'Attack Damage', or something similar, then you could see variety. A-Wings could be precise, but very weak hits that destroy Interceptors or Starvipers, but need hard hitting rockets to crack a Decimator. The Falcon could spit out lots of accurate, low-intensity fire to scrub TIEs off it's back, but then suffer against the clumsy but devastating firepower of the B-Wing. X-Wings could then have a niche by being reasonably accurate and fairly strong. Etc.
If only, but that ship's long sailed. Armada has learned by using different types of dice, to provide a greater variety not only in attack quality, but attack behavior. But it's probably too late for X-Wing to take this on.